This adds a generic feature_toggle mechanism to the game. Code that wants to offer two different ways of doing something can add an entry to feature_toggles[] (in decl.c), and create a preprocessor macro for its array index in decl.h. Then the code can test it using if (feature_toggle(FEATURE_NAME)) ..do_this.. else ..do_that.. The player can toggle the alternate code path on using OPTIONS=feature_toggle:feature_name_1 feature_name_2 ... This seems better than creating brand new options for controlling features (ala prayconfirm, which could switch to this single option feature_toggle mechanism as well) My first use of it is to allow toggling of the selectors on the loot menu, which I'm hesitant to just change back because now people are actively using the new selectors and the complaints would be really loud if the interface were to just switch back after they adjusted. The default behaviour is the new behaviour "iob", but with an OPTIONS=feature_toggle:loot_menu_selectors in your config file, it will revert to using "abc" as it did in 3.3.1. I'll add a Guidebook page of "features/behaviour that can be toggled" later. The toggles can only be done in defaults.nh, and are not saved with the game.
295 lines
9.1 KiB
C
295 lines
9.1 KiB
C
/* SCCS Id: @(#)decl.c 3.2 2001/12/10 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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int NDECL((*afternmv));
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int NDECL((*occupation));
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/* from xxxmain.c */
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const char *hname = 0; /* name of the game (argv[0] of main) */
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int hackpid = 0; /* current process id */
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#if defined(UNIX) || defined(VMS)
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int locknum = 0; /* max num of simultaneous users */
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#endif
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#ifdef DEF_PAGER
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char *catmore = 0; /* default pager */
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#endif
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NEARDATA int bases[MAXOCLASSES] = DUMMY;
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NEARDATA int multi = 0;
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#if 0
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NEARDATA int warnlevel = 0; /* used by movemon and dochugw */
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#endif
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NEARDATA int nroom = 0;
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NEARDATA int nsubroom = 0;
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NEARDATA int occtime = 0;
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int x_maze_max, y_maze_max; /* initialized in main, used in mkmaze.c */
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int otg_temp; /* used by object_to_glyph() [otg] */
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#ifdef REDO
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NEARDATA int in_doagain = 0;
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#endif
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/*
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* The following structure will be initialized at startup time with
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* the level numbers of some "important" things in the game.
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*/
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struct dgn_topology dungeon_topology = {DUMMY};
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#include "quest.h"
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struct q_score quest_status = DUMMY;
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NEARDATA int smeq[MAXNROFROOMS+1] = DUMMY;
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NEARDATA int doorindex = 0;
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NEARDATA char *save_cm = 0;
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NEARDATA int killer_format = 0;
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const char *killer = 0;
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const char *delayed_killer = 0;
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#ifdef GOLDOBJ
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NEARDATA long done_money = 0;
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#endif
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char killer_buf[BUFSZ] = DUMMY;
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const char *nomovemsg = 0;
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const char nul[40] = DUMMY; /* contains zeros */
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NEARDATA char plname[PL_NSIZ] = DUMMY; /* player name */
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NEARDATA char pl_character[PL_CSIZ] = DUMMY;
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NEARDATA char pl_race = '\0';
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NEARDATA char pl_fruit[PL_FSIZ] = DUMMY;
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NEARDATA int current_fruit = 0;
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NEARDATA struct fruit *ffruit = (struct fruit *)0;
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NEARDATA char tune[6] = DUMMY;
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const char *occtxt = DUMMY;
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const char quitchars[] = " \r\n\033";
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const char vowels[] = "aeiouAEIOU";
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const char ynchars[] = "yn";
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const char ynqchars[] = "ynq";
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const char ynaqchars[] = "ynaq";
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const char ynNaqchars[] = "yn#aq";
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NEARDATA long yn_number = 0L;
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const char disclosure_options[] = "iavgc";
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#ifdef MICRO
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char hackdir[PATHLEN]; /* where rumors, help, record are */
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char levels[PATHLEN]; /* where levels are */
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#endif /* MICRO */
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#ifdef MFLOPPY
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char permbones[PATHLEN]; /* where permanent copy of bones go */
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int ramdisk = FALSE; /* whether to copy bones to levels or not */
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int saveprompt = TRUE;
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const char *alllevels = "levels.*";
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const char *allbones = "bones*.*";
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#endif
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struct linfo level_info[MAXLINFO];
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NEARDATA struct sinfo program_state;
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/* 'rogue'-like direction commands (cmd.c) */
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const char sdir[] = "hykulnjb><";
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const char ndir[] = "47896321><"; /* number pad mode */
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const schar xdir[10] = { -1,-1, 0, 1, 1, 1, 0,-1, 0, 0 };
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const schar ydir[10] = { 0,-1,-1,-1, 0, 1, 1, 1, 0, 0 };
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const schar zdir[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 1,-1 };
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NEARDATA schar tbx = 0, tby = 0; /* mthrowu: target */
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/* for xname handling of multiple shot missile volleys:
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number of shots, index of current one, validity check, shoot vs throw */
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NEARDATA struct multishot m_shot = { 0, 0, STRANGE_OBJECT, FALSE };
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NEARDATA struct dig_info digging;
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NEARDATA dungeon dungeons[MAXDUNGEON]; /* ini'ed by init_dungeon() */
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NEARDATA s_level *sp_levchn;
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NEARDATA stairway upstair = { 0, 0 }, dnstair = { 0, 0 };
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NEARDATA stairway upladder = { 0, 0 }, dnladder = { 0, 0 };
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NEARDATA stairway sstairs = { 0, 0 };
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NEARDATA dest_area updest = { 0, 0, 0, 0, 0, 0, 0, 0 };
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NEARDATA dest_area dndest = { 0, 0, 0, 0, 0, 0, 0, 0 };
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NEARDATA coord inv_pos = { 0, 0 };
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NEARDATA boolean in_mklev = FALSE;
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NEARDATA boolean stoned = FALSE; /* done to monsters hit by 'c' */
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NEARDATA boolean unweapon = FALSE;
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NEARDATA boolean mrg_to_wielded = FALSE;
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/* weapon picked is merged with wielded one */
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NEARDATA struct obj *current_wand = 0; /* wand currently zapped/applied */
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NEARDATA boolean in_steed_dismounting = FALSE;
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NEARDATA coord bhitpos = DUMMY;
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NEARDATA coord doors[DOORMAX] = {DUMMY};
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NEARDATA struct mkroom rooms[(MAXNROFROOMS+1)*2] = {DUMMY};
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NEARDATA struct mkroom* subrooms = &rooms[MAXNROFROOMS+1];
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struct mkroom *upstairs_room, *dnstairs_room, *sstairs_room;
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dlevel_t level; /* level map */
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struct trap *ftrap = (struct trap *)0;
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NEARDATA struct monst youmonst = DUMMY;
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NEARDATA struct flag flags = DUMMY;
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NEARDATA struct instance_flags iflags = DUMMY;
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NEARDATA struct you u = DUMMY;
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NEARDATA struct obj *invent = (struct obj *)0,
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*uwep = (struct obj *)0, *uarm = (struct obj *)0,
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*uswapwep = (struct obj *)0,
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*uquiver = (struct obj *)0, /* quiver */
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#ifdef TOURIST
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*uarmu = (struct obj *)0, /* under-wear, so to speak */
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#endif
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*uskin = (struct obj *)0, /* dragon armor, if a dragon */
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*uarmc = (struct obj *)0, *uarmh = (struct obj *)0,
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*uarms = (struct obj *)0, *uarmg = (struct obj *)0,
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*uarmf = (struct obj *)0, *uamul = (struct obj *)0,
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*uright = (struct obj *)0,
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*uleft = (struct obj *)0,
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*ublindf = (struct obj *)0,
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*uchain = (struct obj *)0,
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*uball = (struct obj *)0;
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#ifdef TEXTCOLOR
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/*
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* This must be the same order as used for buzz() in zap.c.
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*/
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const int zapcolors[NUM_ZAP] = {
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HI_ZAP, /* 0 - missile */
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CLR_ORANGE, /* 1 - fire */
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CLR_WHITE, /* 2 - frost */
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HI_ZAP, /* 3 - sleep */
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CLR_BLACK, /* 4 - death */
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CLR_WHITE, /* 5 - lightning */
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CLR_YELLOW, /* 6 - poison gas */
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CLR_GREEN, /* 7 - acid */
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};
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#endif /* text color */
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const int shield_static[SHIELD_COUNT] = {
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4, /* 7 per row */
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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S_ss1, S_ss2, S_ss3, S_ss2, S_ss1, S_ss2, S_ss4,
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};
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NEARDATA struct spell spl_book[MAXSPELL + 1] = {DUMMY};
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NEARDATA long moves = 1L, monstermoves = 1L;
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/* These diverge when player is Fast */
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NEARDATA long wailmsg = 0L;
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/* objects that are moving to another dungeon level */
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NEARDATA struct obj *migrating_objs = (struct obj *)0;
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/* objects not yet paid for */
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NEARDATA struct obj *billobjs = (struct obj *)0;
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/* used to zero all elements of a struct obj */
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NEARDATA struct obj zeroobj = DUMMY;
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/* originally from dog.c */
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NEARDATA char dogname[PL_PSIZ] = DUMMY;
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NEARDATA char catname[PL_PSIZ] = DUMMY;
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NEARDATA char horsename[PL_PSIZ] = DUMMY;
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char preferred_pet; /* '\0', 'c', 'd', 'n' (none) */
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/* monsters that went down/up together with @ */
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NEARDATA struct monst *mydogs = (struct monst *)0;
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/* monsters that are moving to another dungeon level */
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NEARDATA struct monst *migrating_mons = (struct monst *)0;
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NEARDATA struct mvitals mvitals[NUMMONS];
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NEARDATA struct c_color_names c_color_names = {
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"black", "amber", "golden",
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"light blue", "red", "green",
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"silver", "blue", "purple",
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"white"
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};
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const char *c_obj_colors[] = {
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"black", /* CLR_BLACK */
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"red", /* CLR_RED */
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"green", /* CLR_GREEN */
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"brown", /* CLR_BROWN */
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"blue", /* CLR_BLUE */
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"magenta", /* CLR_MAGENTA */
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"cyan", /* CLR_CYAN */
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"gray", /* CLR_GRAY */
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"transparent", /* no_color */
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"orange", /* CLR_ORANGE */
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"bright green", /* CLR_BRIGHT_GREEN */
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"yellow", /* CLR_YELLOW */
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"bright blue", /* CLR_BRIGHT_BLUE */
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"bright magenta", /* CLR_BRIGHT_MAGENTA */
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"bright cyan", /* CLR_BRIGHT_CYAN */
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"white", /* CLR_WHITE */
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};
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struct c_common_strings c_common_strings = {
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"Nothing happens.", "That's enough tries!",
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"That is a silly thing to %s.", "shudder for a moment.",
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"something", "Something", "You can move again.", "Never mind.",
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"vision quickly clears."
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};
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/* NOTE: the order of these words exactly corresponds to the
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order of oc_material values #define'd in objclass.h. */
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const char *materialnm[] = {
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"mysterious", "liquid", "wax", "organic", "flesh",
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"paper", "cloth", "leather", "wooden", "bone", "dragonhide",
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"iron", "metal", "copper", "silver", "gold", "platinum", "mithril",
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"plastic", "glass", "gemstone", "stone"
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};
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/* Vision */
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NEARDATA boolean vision_full_recalc = 0;
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NEARDATA char **viz_array = 0;/* used in cansee() and couldsee() macros */
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/* Global windowing data, defined here for multi-window-system support */
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NEARDATA winid WIN_MESSAGE = WIN_ERR, WIN_STATUS = WIN_ERR;
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NEARDATA winid WIN_MAP = WIN_ERR, WIN_INVEN = WIN_ERR;
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char toplines[TBUFSZ];
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/* Windowing stuff that's really tty oriented, but present for all ports */
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struct tc_gbl_data tc_gbl_data = { 0,0, 0,0 }; /* AS,AE, LI,CO */
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char *fqn_prefix[PREFIX_COUNT] = { (char *)0, (char *)0, (char *)0, (char *)0,
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(char *)0, (char *)0, (char *)0, (char *)0 };
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#ifdef PREFIXES_IN_USE
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char *fqn_prefix_names[PREFIX_COUNT] = { "hackdir", "leveldir", "savedir",
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"bonesdir", "datadir", "scoredir",
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"lockdir", "configdir" };
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#endif
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/*
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* The following provide a way to offer two different
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* behaviours for a game interface feature, and allow
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* the player to toggle the alternate behaviour on.
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* The strings in the feature_toggles[] array can be
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* specified in an OPTIONS=feature_toggle:value1 value2
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* statement in the config file.
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*/
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unsigned long toggled_features = 0L;
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struct features_that_toggle feature_toggles[] = {
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{(char *)0, 0x00000000L}, /* 0 = TOGGLE_INVALID */
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{"loot_menu_selectors", 0x00000001L}, /* 1 = TOGGLE_LOOT_MENU_SELECTORS */
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};
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/* dummy routine used to force linkage */
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void
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decl_init()
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{
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return;
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}
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/*decl.c*/
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